info:eu-repo/semantics/article
GAMIFICATION, METHODOLOGICAL STRATEGY FOR ASSESSMENT IN BOYS AND GIRLS
Gamificación, estrategia metodológica para la evaluación en niños y niñas
Registro en:
10.56124/tj.v6i11.0081
Autor
Solís-Ruiz, Marco Antonio
Salinas-Aguilar, Paola Estefanía
Pino-Loza, Eulalia Dolores
Resumen
The study projects to search for gamified tools that can be used by teachers in their classes and thus transform the traditional evaluation, so that it is attractive to the student and they develop skills in their learning stage, the objective of the research was to determine the impact of gamification as an evaluation strategy using digital technological tools. The applied methodology is a quasi-experimental program; We worked with an experimental group and a control group. The designed instrument consists of 20 multiple-choice questions, extracted from the PISA model tests for the fourth year of the Educational Unit "CEBLAG. A gamified intervention proposal is established as an alternative through five sessions focused mainly on the experimental group, with planned activities and technological resources, the results of the pre and post-test evaluation were submitted to the Student's T test of independent samples, which shows a significance of the before with reference to the after of 0.033 less than 0.05, affirming the idea to defend. It is concluded that these new ways of evaluating and learning through gamified modalities and resources open up new spaces to investigate different options on how to evaluate knowledge for future generations.
Keywords: learning, strategy, evaluation, innovation, intervention, gamification. El estudio proyecta buscar herramientas gamificadas que puedan ser empleadas por los docentes en sus clases y transformar así la evaluación tradicional, de modo que sea atractiva para el estudiante y desarrollen habilidades en su etapa de aprendizaje, el objetivo de la investigación fue determinar el impacto de la gamificación como estrategia metodológica para la evaluación utilizando herramientas tecnológicas digitales. La metodología aplicada es un programa cuasi-experimental; se trabajó con un grupo experimental y otro de control. El instrumento diseñado consta de 20 preguntas de opción múltiple, extraídas de las pruebas modelo PISA para cuarto año de la Unidad Educativa “CEBLAG. Se establece como alternativa una propuesta de intervención gamificada mediante cinco sesiones enfocadas principalmente al grupo experimental, con actividades planificadas y recursos tecnológicos, los resultados de la evaluación del pre y postest fueron sometidos a la prueba T de Student de muestras independientes, el cual evidencia una significancia del antes con referencia al después de 0,033 menor a 0,05, afirmando la idea a defender. Se concluye que, estas nuevas formas de evaluar y aprender a través de modalidades y recursos gamificados, abren nuevos espacios para investigar distintas opciones de como evaluar el conocimiento a las futuras generaciones.
Palabras Clave: aprendizaje, estrategia, evaluación, innovación, intervención, gamificación.
ABSTRACT:
The study projects to search for gamified tools that can be used by teachers in their classes and thus transform the traditional evaluation, so that it is attractive to the student and they develop skills in their learning stage, the objective of the research was to determine the impact of gamification as an evaluation strategy using digital technological tools. The applied methodology is a quasi-experimental program; We worked with an experimental group and a control group. The designed instrument consists of 20 multiple-choice questions, extracted from the PISA model tests for the fourth year of the Educational Unit "CEBLAG. A gamified intervention proposal is established as an alternative through five sessions focused mainly on the experimental group, with planned activities and technological resources, the results of the pre and post-test evaluation were submitted to the Student's T test of independent samples, which shows a significance of the before with reference to the after of 0.033 less than 0.05, affirming the idea to defend. It is concluded that these new ways of evaluating and learning through gamified modalities and resources open up new spaces to investigate different options on how to evaluate knowledge for future generations.
Keywords: learning, strategy, evaluation, innovation, intervention, gamification.
Recibido: 05 de octubre de 2022; Aceptado: 19 de diciembre de 2022; Publicado: 09 de enero de 2023.